/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//using UnityEngine.Playables;

namespace Spine.Unity.Playables {

	public delegate void SpineEventDelegate (Spine.Event e);

	/// <summary>Base class for Spine Playable Handle components, commonly for integrating with UnityEngine Timeline.</summary>
	public abstract class SpinePlayableHandleBase : MonoBehaviour {

		/// <summary>Gets the SkeletonData of the targeted Spine component.</summary>
		public abstract SkeletonData SkeletonData { get; }

		public abstract Skeleton Skeleton { get; }

		/// <summary>Subscribe to this to handle user events played by the Unity playable</summary>
		public event SpineEventDelegate AnimationEvents;

		public virtual void HandleEvents (ExposedList<Event> eventBuffer) {
			if (eventBuffer == null || AnimationEvents == null) return;
			for (int i = 0, n = eventBuffer.Count; i < n; i++)
				AnimationEvents.Invoke(eventBuffer.Items[i]);
		}

	}
}
